<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Type>UNIT_COLONIST</Type>
			<Class>UNITCLASS_COLONIST</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_COLONIST</Description>
			<Civilopedia>TXT_KEY_UNIT_COLONIST_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COLONIST_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
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				<Build>
					<BuildType>BUILD_ROAD</BuildType>
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				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
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				<Build>
					<BuildType>BUILD_MINE</BuildType>
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				<Build>
					<BuildType>BUILD_LODGE</BuildType>
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				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
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				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
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				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
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			<PrereqBuilding>NONE</PrereqBuilding>
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			<YieldCosts/>
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			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>100</iImmigrationWeight>
			<iImmigrationWeightDecay>10</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
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			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>200</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>3</iNativeLearnTime>
			<iStudentWeight>1000</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_COLONIST</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_INDENTURED_SERVANT</Type>
			<Class>UNITCLASS_INDENTURED_SERVANT</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_INDENTURED_SERVANT</Description>
			<Civilopedia>TXT_KEY_UNIT_INDENTURED_SERVANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_INDENTURED_SERVANT_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
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				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>100</iImmigrationWeight>
			<iImmigrationWeightDecay>5</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_CLOTH</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_COATS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_RUM</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_CIGARS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_TOOLS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_BELLS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_CROSSES</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_EDUCATION</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>150</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>4</iNativeLearnTime>
			<iStudentWeight>500</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_INDENTURED_SERVANT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CRIMINAL</Type>
			<Class>UNITCLASS_CRIMINAL</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CRIMINAL</Description>
			<Civilopedia>TXT_KEY_UNIT_CRIMINAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CRIMINAL_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>100</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
			<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>10</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_CLOTH</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_COATS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_RUM</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_CIGARS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_TOOLS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iChange>-1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_BELLS</YieldType>
					<iChange>-2</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_CROSSES</YieldType>
					<iChange>-2</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_EDUCATION</YieldType>
					<iChange>-2</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>100</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>7</iNativeLearnTime>
			<iStudentWeight>100</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CRIMINAL</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CONVERTED_NATIVE</Type>
			<Class>UNITCLASS_CONVERTED_NATIVE</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CONVERTED_NATIVE</Description>
			<Civilopedia>TXT_KEY_UNIT_CONVERTED_NATIVE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CONVERTED_NATIVE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
			<YieldModifier>
					<YieldType>YIELD_FOOD</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_LUMBER</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_SILVER</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_COTTON</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_FUR</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_SUGAR</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_TOBACCO</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_ORE</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_HORSES</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_CLOTH</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_COATS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_RUM</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_CIGARS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_TOOLS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_BELLS</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_CROSSES</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
				<YieldModifier>
					<YieldType>YIELD_EDUCATION</YieldType>
					<iYieldMod>-50</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>200</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>3</iNativeLearnTime>
			<iStudentWeight>100</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CONVERTED_NATIVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_MINER</Type>
			<Class>UNITCLASS_MINER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_MINER</Description>
			<Civilopedia>TXT_KEY_UNIT_MINER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MINER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>800</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>45</iImmigrationWeight>
			<iImmigrationWeightDecay>15</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_ORE</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges>
				<BonusYieldChange>
					<YieldType>YIELD_ORE</YieldType>
					<iChange>10</iChange>
				</BonusYieldChange>
			</BonusYieldChanges>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MINER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_LUMBERJACK</Type>
			<Class>UNITCLASS_LUMBERJACK</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_LUMBERJACK</Description>
			<Civilopedia>TXT_KEY_UNIT_LUMBERJACK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LUMBERJACK_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>800</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>45</iImmigrationWeight>
			<iImmigrationWeightDecay>15</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_LUMBER</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_LUMBERJACK</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TOBACCO_PLANTER</Type>
			<Class>UNITCLASS_TOBACCO_PLANTER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TOBACCO_PLANTER</Description>
			<Civilopedia>TXT_KEY_UNIT_TOBACCO_PLANTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TOBACCO_PLANTER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_TOBACCO</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TOBACCO_PLANTER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_COTTON_PLANTER</Type>
			<Class>UNITCLASS_COTTON_PLANTER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_COTTON_PLANTER</Description>
			<Civilopedia>TXT_KEY_UNIT_COTTON_PLANTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COTTON_PLANTER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_COTTON</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_COTTON_PLANTER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SUGAR_PLANTER</Type>
			<Class>UNITCLASS_SUGAR_PLANTER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SUGAR_PLANTER</Description>
			<Civilopedia>TXT_KEY_UNIT_SUGAR_PLANTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUGAR_PLANTER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_SUGAR</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SUGAR_PLANTER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FARMER</Type>
			<Class>UNITCLASS_FARMER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FARMER</Description>
			<Civilopedia>TXT_KEY_UNIT_FARMER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FARMER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>800</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>45</iImmigrationWeight>
			<iImmigrationWeightDecay>15</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_FOOD</YieldType>
					<iChange>4</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges>
				<BonusYieldChange>
					<YieldType>YIELD_FOOD</YieldType>
					<iChange>4</iChange>
				</BonusYieldChange>
			</BonusYieldChanges>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>0</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FARMER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TRAPPER</Type>
			<Class>UNITCLASS_TRAPPER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TRAPPER</Description>
			<Civilopedia>TXT_KEY_UNIT_TRAPPER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TRAPPER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_FUR</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FUR_TRAPPER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FISHERMAN</Type>
			<Class>UNITCLASS_FISHERMAN</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FISHERMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_FISHERMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FISHERMAN_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>800</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>45</iImmigrationWeight>
			<iImmigrationWeightDecay>15</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_FOOD</YieldType>
					<iChange>4</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges>
				<BonusYieldChange>
					<YieldType>YIELD_FOOD</YieldType>
					<iChange>4</iChange>
				</BonusYieldChange>
			</BonusYieldChanges>
			<bLandYieldChanges>0</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>4</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FISHERMAN</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_BLACKSMITH</Type>
			<Class>UNITCLASS_BLACKSMITH</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_BLACKSMITH</Description>
			<Civilopedia>TXT_KEY_UNIT_BLACKSMITH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BLACKSMITH_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>20</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_TOOLS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_BLACKSMITH</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_GUNSMITH</Type>
			<Class>UNITCLASS_GUNSMITH</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GUNSMITH</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSMITH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSMITH_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>20</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_GUNSMITH</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CARPENTER</Type>
			<Class>UNITCLASS_CARPENTER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CARPENTER</Description>
			<Civilopedia>TXT_KEY_UNIT_CARPENTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARPENTER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>20</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CARPENTER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FUR_TRADER</Type>
			<Class>UNITCLASS_FUR_TRADER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FUR_TRADER</Description>
			<Civilopedia>TXT_KEY_UNIT_FUR_TRADER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FUR_TRADER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_COATS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FUR_TRADER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SILVERMINER</Type>
			<Class>UNITCLASS_SILVERMINER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SILVERMINER</Description>
			<Civilopedia>TXT_KEY_UNIT_SILVERMINER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SILVERMINER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1200</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_SILVER</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges>
				<BonusYieldChange>
					<YieldType>YIELD_SILVER</YieldType>
					<iChange>10</iChange>
				</BonusYieldChange>
			</BonusYieldChanges>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SILVERMINER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_DISTILLER</Type>
			<Class>UNITCLASS_DISTILLER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_DISTILLER</Description>
			<Civilopedia>TXT_KEY_UNIT_DISTILLER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISTILLER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1200</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_RUM</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_DISTILLER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_WEAVER</Type>
			<Class>UNITCLASS_WEAVER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_WEAVER</Description>
			<Civilopedia>TXT_KEY_UNIT_WEAVER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WEAVER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1200</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_CLOTH</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_WEAVER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TOBACCONIST</Type>
			<Class>UNITCLASS_TOBACCONIST</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TOBACCONIST</Description>
			<Civilopedia>TXT_KEY_UNIT_TOBACCONIST_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TOBACCONIST_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1200</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_CIGARS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TOBACCONIST</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_RANCHER</Type>
			<Class>UNITCLASS_RANCHER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_RANCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_RANCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RANCHER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1200</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_HORSES</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_RANCHER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_VETERAN</Type>
			<Class>UNITCLASS_VETERAN</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_OFFENSIVE</DefaultUnitAI>
			<DefaultProfession>PROFESSION_SOLDIER</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_VETERAN</Description>
			<Civilopedia>TXT_KEY_UNIT_VETERAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VETERAN_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1500</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>50</iImmigrationWeight>
			<iImmigrationWeightDecay>25</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>10</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>25</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_VETERAN</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_VETERAN_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_VETERAN_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VETERAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LEADERSHIP</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_REGULAR</Type>
			<Class>UNITCLASS_REGULAR</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<DefaultProfession>PROFESSION_DRAGOON</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_REGULAR</Description>
			<Civilopedia>TXT_KEY_UNIT_REGULAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_REGULAR_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>50</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>50</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_REGULAR</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_REGULAR_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_REGULAR_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VETERAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VETERAN2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_PIONEER</Type>
			<Class>UNITCLASS_PIONEER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SETTLER</DefaultUnitAI>
			<DefaultProfession>PROFESSION_PIONEER</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_PIONEER</Description>
			<Civilopedia>TXT_KEY_UNIT_PIONEER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PIONEER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>2000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>300</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>3</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SCOUT</Type>
			<Class>UNITCLASS_SCOUT</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SCOUT</DefaultUnitAI>
			<DefaultProfession>PROFESSION_SCOUT</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SCOUT</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOUT_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SCOUT</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>200</iImmigrationWeight>
			<iImmigrationWeightDecay>75</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_PREACHER</Type>
			<Class>UNITCLASS_PREACHER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_PREACHER</Description>
			<Civilopedia>TXT_KEY_UNIT_PREACHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PREACHER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>2000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>40</iImmigrationWeight>
			<iImmigrationWeightDecay>40</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_CROSSES</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PREACHER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_STATESMAN</Type>
			<Class>UNITCLASS_STATESMAN</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COLONIST</DefaultUnitAI>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_STATESMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_STATESMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STATESMAN_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>2000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>30</iImmigrationWeight>
			<iImmigrationWeightDecay>30</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers>
				<YieldModifier>
					<YieldType>YIELD_BELLS</YieldType>
					<iYieldMod>100</iYieldMod>
				</YieldModifier>
			</YieldModifiers>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_STATESMAN</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CHRISTIAN_MISSIONARY</Type>
			<Class>UNITCLASS_CHRISTIAN_MISSIONARY</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<DefaultProfession>PROFESSION_MISSIONARY</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY</Description>
			<Civilopedia>TXT_KEY_UNIT_MISSIONARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COLONIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LODGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>50</iImmigrationWeight>
			<iImmigrationWeightDecay>25</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>50</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>2</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SCOUT</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SCOUT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_PIONEER</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_PIONEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MISSIONARY</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_MISSIONARY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_NATIVE</Type>
			<Class>UNITCLASS_COLONIST</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_DEFENSIVE</DefaultUnitAI>
			<DefaultProfession>PROFESSION_BRAVE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_NATIVE</Description>
			<Civilopedia>TXT_KEY_UNIT_NATIVE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NATIVE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>1</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>50</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses/>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_LIGHT_FOREST</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>75</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>75</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges>
				<YieldChange>
					<YieldType>YIELD_FUR</YieldType>
					<iChange>1</iChange>
				</YieldChange>
				<YieldChange>
					<YieldType>YIELD_SILVER</YieldType>
					<iChange>2</iChange>
				</YieldChange>
			</YieldChanges>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>200</iAsset>
			<iPower>50</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_MOUNTED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SCOUT_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_ARMED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_ARMED_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>PROFESSION_ARMED_MOUNTED_BRAVE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MOUNTED_BRAVE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CANNON</Type>
			<Class>UNITCLASS_CANNON</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_OFFENSIVE</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CANNON</Description>
			<Civilopedia>TXT_KEY_UNIT_CANNON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CANNON_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_ARMORY</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_MAGAZINE</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_ARSENAL</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
			</PrereqOrBuildings>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>40</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>500</iEuropeCost>
			<iEuropeCostIncrease>100</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>3</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>100</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>12</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>100</iAsset>
			<iPower>300</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CANNON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_ARTILLERY</Type>
			<Class>UNITCLASS_CANNON</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_OFFENSIVE</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_ARTILLERY</Description>
			<Civilopedia>TXT_KEY_UNIT_ARTILLERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARTILLERY_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_ARMORY</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_MAGAZINE</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
				<PrereqOrBuilding>
					<BuildingClass>BUILDINGCLASS_ARSENAL</BuildingClass>
					<bPrereq>1</bPrereq>
				</PrereqOrBuilding>
			</PrereqOrBuildings>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>40</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>4</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>150</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>20</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>100</iAsset>
			<iPower>300</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_ARTILLERY</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
			<FreePromotion>
					<PromotionType>PROMOTION_CANNISTER_SHOT</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>	
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CARAVEL</Type>
			<Class>UNITCLASS_CARAVEL</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_TRANSPORT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CARAVEL</Description>
			<Civilopedia>TXT_KEY_UNIT_CARAVEL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARAVEL_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_TRANSPORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_DRYDOCK</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>100</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>30</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>1000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings>
				<EvasionBuilding>
					<BuildingClass>BUILDINGCLASS_DRYDOCK</BuildingClass>
					<bEvasion>1</bEvasion>
				</EvasionBuilding>
				<EvasionBuilding>
					<BuildingClass>BUILDINGCLASS_SHIPYARD</BuildingClass>
					<bEvasion>1</bEvasion>
				</EvasionBuilding>
			</EvasionBuildings>
			<iCombat>3</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>2</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>200</iAsset>
			<iPower>50</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CARAVEL</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_MERCHANTMAN</Type>
			<Class>UNITCLASS_MERCHANTMAN</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_TRANSPORT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_MERCHANTMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_MERCHANTMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MERCHANTMAN_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_TRANSPORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_DRYDOCK</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>60</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>2000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings>
				<EvasionBuilding>
					<BuildingClass>BUILDINGCLASS_DRYDOCK</BuildingClass>
					<bEvasion>1</bEvasion>
				</EvasionBuilding>
				<EvasionBuilding>
					<BuildingClass>BUILDINGCLASS_SHIPYARD</BuildingClass>
					<bEvasion>1</bEvasion>
				</EvasionBuilding>
			</EvasionBuildings>
			<iCombat>4</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>4</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>100</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MERCHANTMAN</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_PRIVATEER</Type>
			<Class>UNITCLASS_PRIVATEER</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_PRIVATEER</Description>
			<Civilopedia>TXT_KEY_UNIT_PRIVATEER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIVATEER_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>1</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_DRYDOCK</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>60</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iCost>100</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>3000</iEuropeCost>
			<iEuropeCostIncrease>600</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<bCapturesCargo>1</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>5</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>SPECIALUNIT_YIELD_CARGO</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>2</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>250</iAsset>
			<iPower>200</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_PRIVATEER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_NAVIGATION1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_GALLEON</Type>
			<Class>UNITCLASS_GALLEON</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_TRANSPORT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GALLEON</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GALLEON_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_TRANSPORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_DRYDOCK</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>100</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>3000</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>5</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>6</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>300</iAsset>
			<iPower>300</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_GALLEON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FRIGATE</Type>
			<Class>UNITCLASS_FRIGATE</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_COMBAT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FRIGATE</Description>
			<Civilopedia>TXT_KEY_UNIT_FRIGATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRIGATE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COMBAT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_SHIPYARD</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iCost>200</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>5000</iEuropeCost>
			<iEuropeCostIncrease>1000</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>5</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>8</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>8</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>300</iAsset>
			<iPower>500</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FRIGATE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SHIP_OF_THE_LINE</Type>
			<Class>UNITCLASS_SHIP_OF_THE_LINE</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_COMBAT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SHIP_OF_THE_LINE</Description>
			<Civilopedia>TXT_KEY_UNIT_SHIP_OF_THE_LINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHIP_OF_THE_LINE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COMBAT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>BUILDINGCLASS_SHIPYARD</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>400</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>8000</iEuropeCost>
			<iEuropeCostIncrease>1500</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>10</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>12</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>350</iAsset>
			<iPower>600</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SHIP_OF_THE_LINE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_MAN_O_WAR</Type>
			<Class>UNITCLASS_SHIP_OF_THE_LINE</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_COMBAT_SEA</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_MAN_O_WAR</Description>
			<Civilopedia>TXT_KEY_UNIT_MAN_O_WAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAN_O_WAR_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>1</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COMBAT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>400</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_TOOLS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_MUSKETS</YieldType>
					<iCost>300</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>12</iCombat>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods>
				<UnitClassDefenseMod>
					<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassDefenseMod>
			</UnitClassDefenseMods>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>12</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>4</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>350</iAsset>
			<iPower>600</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>5</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MAN_O_WAR</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_WAGON_TRAIN</Type>
			<Class>UNITCLASS_WAGON_TRAIN</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_WAGON_TRAIN</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WAGON</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_WAGON_TRAIN</Description>
			<Civilopedia>TXT_KEY_UNIT_WAGON_TRAIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WAGON_TRAIN_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WAGON</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>100</iAIWeight>
			<YieldCosts>
				<YieldCost>
					<YieldType>YIELD_HAMMERS</YieldType>
					<iCost>50</iCost>
				</YieldCost>
				<YieldCost>
					<YieldType>YIELD_HORSES</YieldType>
					<iCost>50</iCost>
				</YieldCost>
			</YieldCosts>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>2</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>SPECIALUNIT_YIELD_CARGO</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>6</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>50</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_WAGON_TRAIN</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FOOD</Type>
			<Class>UNITCLASS_FOOD</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_FOOD</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FOOD</Description>
			<Civilopedia>TXT_KEY_UNIT_FOOD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FOOD_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FOOD</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_LUMBER</Type>
			<Class>UNITCLASS_LUMBER</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_LUMBER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_LUMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_LUMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LUMBER_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_LUMBER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SILVER</Type>
			<Class>UNITCLASS_SILVER</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_SILVER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SILVER</Description>
			<Civilopedia>TXT_KEY_UNIT_SILVER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SILVER_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SILVER</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_COTTON</Type>
			<Class>UNITCLASS_COTTON</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_COTTON</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_COTTON</Description>
			<Civilopedia>TXT_KEY_UNIT_COTTON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COTTON_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_COTTON</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_FUR</Type>
			<Class>UNITCLASS_FUR</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_FUR</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FUR</Description>
			<Civilopedia>TXT_KEY_UNIT_FUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FUR_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_FUR</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_SUGAR</Type>
			<Class>UNITCLASS_SUGAR</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_SUGAR</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_SUGAR</Description>
			<Civilopedia>TXT_KEY_UNIT_SUGAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUGAR_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_SUGAR</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TOBACCO</Type>
			<Class>UNITCLASS_TOBACCO</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_TOBACCO</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TOBACCO</Description>
			<Civilopedia>TXT_KEY_UNIT_TOBACCO_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TOBACCO_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TOBACCO</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_ORE</Type>
			<Class>UNITCLASS_ORE</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_ORE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_ORE</Description>
			<Civilopedia>TXT_KEY_UNIT_ORE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ORE_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_ORE</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CLOTH</Type>
			<Class>UNITCLASS_CLOTH</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_CLOTH</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CLOTH</Description>
			<Civilopedia>TXT_KEY_UNIT_CLOTH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CLOTH_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CLOTH</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_COATS</Type>
			<Class>UNITCLASS_COATS</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_COATS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_COATS</Description>
			<Civilopedia>TXT_KEY_UNIT_COATS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COATS_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_COATS</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_RUM</Type>
			<Class>UNITCLASS_RUM</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_RUM</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_RUM</Description>
			<Civilopedia>TXT_KEY_UNIT_RUM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RUM_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_RUM</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_CIGARS</Type>
			<Class>UNITCLASS_CIGARS</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_CIGARS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CIGARS</Description>
			<Civilopedia>TXT_KEY_UNIT_CIGARS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CIGARS_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_CIGARS</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TOOLS</Type>
			<Class>UNITCLASS_TOOLS</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_TOOLS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TOOLS</Description>
			<Civilopedia>TXT_KEY_UNIT_TOOLS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TOOLS_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TOOLS</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_MUSKETS</Type>
			<Class>UNITCLASS_MUSKETS</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_MUSKETS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_MUSKETS</Description>
			<Civilopedia>TXT_KEY_UNIT_MUSKETS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MUSKETS_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_MUSKETS</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_HORSES</Type>
			<Class>UNITCLASS_HORSES</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_HORSES</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_HORSES</Description>
			<Civilopedia>TXT_KEY_UNIT_HORSES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HORSES_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_HORSES</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TRADE_GOODS</Type>
			<Class>UNITCLASS_TRADE_GOODS</Class>
			<UniqueNames/>
			<Special>SPECIALUNIT_YIELD_CARGO</Special>
			<Capture>UNITCLASS_TRADE_GOODS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_YIELD</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TRADE_GOODS</Description>
			<Civilopedia>TXT_KEY_UNIT_TRADE_GOODS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TRADE_GOODS_STRATEGY</Strategy>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>1</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_YIELD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>-100</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TRADE_GOODS</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_TREASURE</Type>
			<Class>UNITCLASS_TREASURE</Class>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_TREASURE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_TREASURE</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_TREASURE</Description>
			<Civilopedia>TXT_KEY_UNIT_TREASURE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TREASURE_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>1</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_TREASURE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>6</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.25</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>1</iMeleeWaveSize>
					<iRangedWaveSize>1</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_TREASURE_UNIT</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Type>UNIT_GREAT_GENERAL</Type>
			<Class>UNITCLASS_GREAT_GENERAL</Class>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_LANGLADE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_BRADDOCK</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_MALGUE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_TANACHARISON</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_PHILIP</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_BELLECOMBE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_PUTNAM</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ROCHAMBEAU</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_GREENE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_GALVEZ</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_HIGGINS</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_CARRERA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_RUYTER</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_AUITZOTL</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_DE_WITT</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_KNOX</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_BELGRANO</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_MENDOZA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_LOUVERTURE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_SANTA_ANNA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_HIDALGO</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_MACKENZIE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_COCHRANE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ARNOLD</UniqueName>
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
			<DefaultProfession>NONE</DefaultProfession>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
			<Civilopedia>TXT_KEY_UNIT_GREAT_GENERAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_STRATEGY</Strategy>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bFound>0</bFound>
			<bInvisible>0</bInvisible>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bMechanized>0</bMechanized>
			<bLineOfSight>0</bLineOfSight>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bTreasure>0</bTreasure>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GENERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqOrBuildings/>
			<ProductionTraits/>
			<iAIWeight>0</iAIWeight>
			<YieldCosts/>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iEuropeCost>-1</iEuropeCost>
			<iEuropeCostIncrease>0</iEuropeCostIncrease>
			<iImmigrationWeight>0</iImmigrationWeight>
			<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>2</iMoves>
			<bCapturesCargo>0</bCapturesCargo>
			<iWorkRate>0</iWorkRate>
			<iWorkRateModifier>0</iWorkRateModifier>
			<iMissionaryRateModifier>0</iMissionaryRateModifier>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<EvasionBuildings/>
			<iCombat>0</iCombat>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<DomainMods/>
			<YieldModifiers/>
			<YieldChanges/>
			<BonusYieldChanges/>
			<bLandYieldChanges>1</bLandYieldChanges>
			<bWaterYieldChanges>1</bWaterYieldChanges>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iRequiredTransportSize>1</iRequiredTransportSize>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<iNativeLearnTime>-1</iNativeLearnTime>
			<iStudentWeight>0</iStudentWeight>
			<iTeacherWeight>0</iTeacherWeight>
			<ProfessionMeshGroups>
				<UnitMeshGroups>
					<ProfessionType>NONE</ProfessionType>
					<fMaxSpeed>1.75</fMaxSpeed>
					<fPadTime>1</fPadTime>
					<iMeleeWaveSize>4</iMeleeWaveSize>
					<iRangedWaveSize>0</iRangedWaveSize>
					<UnitMeshGroup>
						<iRequired>1</iRequired>
						<ArtDefineTag>ART_DEF_UNIT_GREAT_GENERAL</ArtDefineTag>
					</UnitMeshGroup>
				</UnitMeshGroups>
			</ProfessionMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
			<iLeaderExperience>20</iLeaderExperience>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
